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Everything posted by ExtremeLurker

  1. I'm afraid that won't work. My mod resets the respawn time each time you visit a POI, so that the sleepers don't respawn. The reason I have it set to an interval like that is so that if you remove the mod, the POIs will have the same respawn time as if you had never used the mod before, effectively returning things to normal.
  2. Awesome! You're welcome. Same here. I learned how to mod specifically to create this, haha.
  3. You're welcome! I hope that you enjoy it. The folder structure should be something like 7 days to die directory/Mods/StayClear/ModInfo.xml 7 days to die directory/Mods/StayClear/Harmony/StayClear_SleeperVolume_UpatePlayerTouched.dll
  4. Hey. This mod requires DMT in order to use it. If you are using a client that has DMT pre-applied (such as if you are using an overhaul like Darkness Falls or Undead Legacy), you need only to put the mod in your mods folder. If you are not using DMT, then you will need to download DMT, create a mods folder somewhere outside of the game folder where you will put all the mods you want to use (your current existing ones and mine), and then you will use DMT to manage your mods. In DMT settings, you would input the path of the new mod folder you created along with the path of your install folder, a
  5. I'm glad to hear that. Hope you enjoy it. I'm only sorry it took me months. I hadn't realized people had commented on my old thread. Feel free to shoot me a PM if this breaks in the future. I'm more likely to see it that way.
  6. This is an updated version of my mod that removes sleeper respawning from the game after you've finished clearing a building, a mechanic I've never cared for, as it doesn't allow you to have the enjoyable progression of being able to clear out towns, nor do I feel like it's entirely immersive to expect all the buildings to constantly be completely refilled. The mod should function the same as the original, except now it's been updated to support Harmony 2/the latest version of DMT. You can download the latest version of the mod here. It requires DMT in order to use it.
  7. Hey everyone. I've released an updated version of my mod. You should be able to download it from the same link in the original post, or here if you don't want to go back. I just tested it on A19.2 and it works for me. I'd be happy to hear back from you if you're able to download it and get it working. I'll be reaching out to the people who posted here via PM to increase the chance they get to see the update. I can't figure out how to edit my original post on this new version of the forums, if it's even possible to anymore, so I'm going to create a new thread to detail that this is now compa
  8. Hey everyone. I'm sorry that I've missed these messages for so long, but I've taken a break from this game as my life got really busy. I will make sure to do some research and get this up and running again, and I'll make sure that you guys are aware of it. So sorry for the wait.
  9. Thanks for that info, was exactly what I was hoping for. Well I'm terribly sorry I've taken so long, but life's been a little crazy these days. I updated the zip file (download link on the first page) to contain the precompiled DLL files so that users who are using a client that already has DMT applied can just drop it into the mods directory.
  10. Hey there. Sorry, I don't use Darkness Falls so I cannot speak with experience in how Darkness Falls works or if it is possible to use this mod with it. This mod requires DMT to use, so you need to download and use the DMT patcher as described here. DMT makes you create a mod folder separate from the 7 days to die install folder, which it uses to apply mods to the game. This would replace any mods installed, so this works fine for people who just use modlets, but not for people running overhauls like Darkness Falls. If Darkness Falls already has DMT in place, I can update the download so th
  11. "To see the light, one cannot be blind; but sometimes, it's the light that blinds us." Localization.txt simply stores the text you seen in the game in different languages. For instance, when the game wants to display the name of something, for instance, a torch wall holder, it will look in that file for a row with a certain key, in this case torchWallHolder, and then it will be able to find the appropriate text to display based on your language setting, as that row of text holds "Torch Wall Holder" in each language. This is not the right path for you. I'm sorry I've yet the chance to sea
  12. Yes, this mod should not affect the clear zombies quests. There is a part of the game code that checks a timer when you enter a POI, and if that timer is expired the sleepers respawn. This mod simply resets that timer each time, so that it never expires. The quests don't utilize that timer.
  13. You're welcome. Please note that POIs that you cleared with the old version won't respawn unless you visit them with this version first. So you would visit them with this version, then remove the mod, then after several in game days they would spawn again. As I said, if this would be a problem for you I can create a mod for you that should be able to fix everything.
  14. Curious why you're touching Localization.txt. I thought you were just trying to turn off the lights.
  15. I've released an update so that the above issue will be fixed. If there are those with a concern for removing the mod sometime on a world they've been playing on, I suggest using the new version. It works just like before, but if you remove the mod, POIs that have been cleared with the mod installed will be capable of respawning sleepers.
  16. Hey there. If you stop using the mod, sleepers will respawn normally in newly cleared POIs after removing the mod. However, POIs that you cleared while using the mod will not spawn again for a ridiculous amount of time. I had not accounted for this. I will make an update to fix this so that if you stop using it it will behave just as normal. Once I update it, you will have to revisit the POIs again, then remove the mod, and then if you don't visit them again for several days (can't remember the number off the top of my head), they'll respawn as normal. If having to revisit the POIs you want to
  17. Need any help creating a DMT modlet for this? That way people can use this with other mods and you wouldn't have to keep updating it every single build
  18. I may be able to find a way to do this via xpath. I'll look into it when I have a chance, unless you've already done it the hard way. As for consequences, it's dangerous to mount a full scale war against light itself. The universe may respond in kind.
  19. Unfortunately unless you create a patch for the game's code, there is not a way to spawn items at full durability that I'm aware of, as the game chooses a random durability when spawning loot. I mentioned this to you in a previous post already. You can add repair kits to the box if you want. I recommended the entity spawn because that way you can spawn it near the player as you wish and it works smoothly. The other solution is not as elegant, because there is not a command as far as I'm aware to give an item to a player, so you would have to give the box to yourself, teleport to the player, an
  20. I agree with mr.devolver. I was just reading through the code because I was surprised you'd managed to do all that with just XML and was curious how you'd managed. Very impressive!
  21. FYI, in my instructions I accidentally listed the command as se but it should be sea, so I edited the post. You can use the se command to spawn the crate as well (if you look up the entityid) but it doesn't spawn it right next to the player so I recommend the sea command instead.
  22. I've made you something that you can use. You can look through it and alter it as you need. Unzip this to your mods folder. https://drive.google.com/uc?export=download&id=1fZOnuU7e275r7GDNhiZGFRHjLYmO4x4X To use it, in the game, open the console and type lp This will list the current players. Find the player you want to give a crate to, and look at their pos. Now type sea UbberN00berCrate1 x y z and replace x y and z with the pos values you saw for that player. This will cause a crate to appear next to that player. The mod also includes UbberN00berCrate2. Both the crates conta
  23. You can install mods on a server the same as you can a client. Create a Mods folder and put the modlets in there. It'll work as long as the mods don't require a patch to the code. Those mods can work too, but you have to do some additional steps.
  24. I know two different ways to do this. But I don't know a way off hand of controlling the individual item quality, only all the items in the container, so they can all be 6 for instance, but not some 6 and some 5. Also, I don't think there is a way to control the durability of the items in the container, unfortunately, so they get assigned random durability levels. Of course both of these issues are fixable if the game's code is patched via the DMT launcher, but I figure you might be looking for and XML only patch, as those mods are applied automatically to players rather than requiring you to
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